	varying vec4 diffuse,ambientGlobal, ambient;
	varying vec3 normal,lightDir,halfVector;
	varying float dist;
uniform sampler2D tex;


	void main()
	{
		vec3 n,halfV,viewV,ldir;
		float NdotL,NdotHV;
		vec4 color = ambientGlobal;
		float att;

		vec3 ct,cf;
		vec4 texel;
		float at,af;



		/* a fragment shader can't write a varying variable, hence we need
		a new variable to store the normalized interpolated normal */
		n = normalize(normal);

		/* compute the dot product between normal and normalized lightdir */
		NdotL = max(dot(n,normalize(lightDir)),0.0);

		if (NdotL > 0.0) {

			att = 1.0 / (gl_LightSource[0].constantAttenuation +
					gl_LightSource[0].linearAttenuation * dist +
					gl_LightSource[0].quadraticAttenuation * dist * dist);
			color +=  (diffuse * NdotL + ambient);


			halfV = normalize(halfVector);
			NdotHV = max(dot(n,halfV),0.0);
			color += att * gl_FrontMaterial.specular * gl_LightSource[0].specular *
							pow(NdotHV,gl_FrontMaterial.shininess);
		}
		af = gl_FrontMaterial.diffuse.a;

		texel = texture2D(tex,gl_TexCoord[0].st);
		ct = texel.rgb;
		at = texel.a;

		vec4 finalColor = vec4(ct * color, at * af);



              
                float z = 1.0 - (gl_FragCoord.z / gl_FragCoord.w) / 5000.0;
                //gl_FragColor = vec4(z, z, z, 1.0);
                gl_FragColor = mix(vec4(1,1,1,1), finalColor, z );
                gl_FragColor = finalColor;
	}
